蓝图样条网格体组件属性参考
本页面中的参考列出了 蓝图样条网格体组件(Blueprint Spline Mesh Components) 上可用的各项属性。蓝图样条网格体组件 在 蓝图编辑器 中被选中且为 根组件 时,或组件在 关卡编辑器 中被选中时,显示的属性将有些许不同。
属性
属性 |
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描述 |
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Location |
Actor 或 组件 在 世界空间 或 相对 其父项的位置。 |
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Rotation |
Actor 或 组件 在 世界空间 或 相对 其父项的旋转。 |
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Scale |
Actor 或 组件 在 世界空间 或 相对 其父项的缩放。 |
属性 |
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描述 |
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Parent Socket |
此组件为 骨架网格体组件 的 子项(或带 套接字 的 静态网格体组件)时,可指定一个 套接字 或 关节 附加到此组件。 |
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描述 |
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Static Mesh |
指定为此组件渲染的 静态网格体。 |
材质
属性 |
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描述 |
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Element # |
在 静态网格体属性 中指定一个 静态网格体 后,将出现多个额外的 材质属性。它们将基于应用至 静态网格体 的 材质 ID 进行命名。 |
属性 |
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描述 |
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Start Pos |
Start location of spline, in component space. |
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Start Tangent |
Start tangent of spline, in component space. |
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End Pos |
End location of spline, in component space. |
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End Tangent |
End tangent of spline, in component space. |
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Spline Up Dir |
Axis (in component space) that is used to determine X axis for co-ordinates along spline. |
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Forward Axis |
Chooses the forward axis for the spline mesh orientation. |
高级
属性 |
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描述 |
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Start Scale |
X and Y scale applied to mesh at start of spline. |
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Start Roll |
Roll around spline applied at start. |
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Start Offset |
Starting offset of the mesh from the spline, in component space. |
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End Scale |
X and Y scale applied to mesh at end of spline. |
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End Roll |
Roll around spline applied at end. |
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End Offset |
Ending offset of the mesh from the spline, in component space. |
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Smooth Interp Roll Scale |
If true, will use smooth interpolation (ease in/out) for Scale, Roll, and Offset along this section of spline. If false, uses linear |
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Spline Boundary Min |
Minimum coordinate along the spline forward axis which corresponds to start of spline. If set to 0.0, will use bounding box to determine bounds |
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Spline Boundary Max |
Maximum coordinate along the spline forward axis which corresponds to end of spline. If set to 0.0, will use bounding box to determine bounds |
属性 |
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描述 |
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Allow Spline Editing Per Instance |
If true, spline keys may be edited per instance in the level viewport. Otherwise, the spline should be initialized in the construction script. |
属性 |
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描述 |
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Simulate Physics |
If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset. |
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Mass in KG |
形体的质量按千克计。 |
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Angular Damping |
'Drag' force added to reduce angular movement |
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Linear Damping |
'Drag' force added to reduce linear movement |
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Enable Gravity |
If object should have the force of gravity applied |
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约束 |
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Lock Position |
When a Locked Axis Mode is selected, will lock translation on the specified axis
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Lock Rotation |
When a Locked Axis Mode is selected, will lock rotation to the specified axis
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模式 |
Locks physical movement along specified axis.
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Advanced
属性 |
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描述 |
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Auto Weld |
If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root |
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Start Awake |
If object should start awake, or if it should initially be sleeping |
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Center Of Mass Offset |
User specified offset for the center of mass of this object, from the calculated location |
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Mass Scale |
Per-instance scaling of mass |
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Max Angular Velocity |
The maximum angular velocity for this instance |
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Use Async Scene |
If true, this body will be put into the asynchronous physics scene. If false, it will be put into the synchronous physics scene. If the body is static, it will be placed into both scenes regardless of the value of bUseAsyncScene. |
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Override Max Depenetration Velocity |
Whether this body instance has its own custom MaxDepenetrationVelocity |
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Max Depenetration Velocity |
The maximum velocity used to depenetrate this object |
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Override Walkable Slope on Instance |
Whether this instance of the object has its own custom walkable slope override setting. |
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Walkable Slope Override |
Custom walkable slope setting for this body. 查阅 可行走斜面 文档中的使用信息。 |
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Walkable Slope Behavior |
Behavior of this surface (whether we affect the walkable slope). |
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Walkable Slope Angle |
Override walkable slope angle (in degrees), applying the rules of the Walkable Slope Behavior. @see GetWalkableSlopeAngle(), SetWalkableSlopeAngle() |
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Sleep Family |
The set of values used in considering when put this body to sleep. |
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Position Solver Iteration Count |
This physics body's solver iteration count for position. Increasing this will be more CPU intensive, but better stabilized. |
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Velocity Solver Iteration Count |
This physics body's solver iteration count for velocity. Increasing this will be more CPU intensive, but better stabilized. |
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Should Update Physics Volume |
Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume() |
属性 |
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描述 |
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Simulation Generates Hit Events |
Should 'Hit' events fire when this object collides during physics simulation. |
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Phys Material Override |
Allows you to override the PhysicalMaterial to use for simple collision on this body. |
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Generate Overlap Events |
If true, this component will generate overlap events when it is overlapping other components (eg Begin Overlap). Both components (this and the other) must have this enabled for overlap events to occur. @see Overlap Events @see UpdateOverlaps(), BeginComponentOverlap(), EndComponentOverlap() |
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Collision Responses |
查阅 静态网格物体碰撞参考指南 文档中的详细内容。 |
Advanced
属性 |
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描述 |
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Use CCD |
If true Continuous Collision Detection (CCD) will be used for this component |
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Always Create Physics State |
Indicates if we'd like to create physics state all the time (for collision and simulation). If you set this to false, it still will create physics state if collision or simulation activated. This can help performance if you'd like to avoid overhead of creating physics state when triggers |
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Multi Body Overlap |
If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no influence on single body components. |
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Check Async Scene On Move |
If true, this component will look for collisions on both physic scenes during movement. Only required if the asynchronous physics scene is enabled and has geometry in it, and you wish to test for collisions with objects in that scene. @see MoveComponent() |
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Trace Complex On Move |
If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). If false, collision will be resolved against simple collision bounds instead. @see MoveComponent() |
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Return Material On Move |
If true, component sweeps will return the material in their hit result. @see MoveComponent(), FHitResult |
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Can Ever Affect Navigation |
确定该组件是否对导航存在潜在影响 |
属性 |
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描述 |
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Cast Shadow |
Controls whether the primitive component should cast a shadow or not. This flag is ignored (no shadows will be generated) if all materials on this component have an Unlit shading model. |
高级
属性 |
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描述 |
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Affect Dynamic Indirect Lighting |
Controls whether the primitive should inject light into the Light Propagation Volume. This flag is only used if CastShadow is true. |
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Affect Distance Field Lighting |
Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. |
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Cast Dynamic Shadow |
Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. |
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Cast Static Shadow |
Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true. |
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Cast Volumetric Translucent Shadow |
Whether the object should cast a volumetric translucent shadow. Volumetric translucent shadows are useful for primitives with smoothly changing opacity like particles representing a volume, But have artifacts when used on highly opaque surfaces. |
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Self Shadow Only |
When enabled, the component will only cast a shadow on itself and not other components in the world. This is especially useful for first person weapons, and forces bCastInsetShadow to be enabled. |
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Cast Far Shadow |
When enabled, the component will be rendering into the far shadow cascades (only for directional lights). |
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Cast Inset Shadow |
Whether this component should create a per-object shadow that gives higher effective shadow resolution. Useful for cinematic character shadowing. Assumed to be enabled if bSelfShadowOnly is enabled. |
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Cast Cinematic Shadow |
Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. This is useful for characters in a cinematic with special cinematic lights, where the cost of shadowmap rendering of the environment is undesired. |
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Cast Hidden Shadow |
If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true. |
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Cast Shadow as Two Sided |
Whether this primitive should cast dynamic shadows as if it were a two sided material. |
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Light as if Static |
Whether to light this primitive as if it were static, including generating lightmaps. This only has an effect for component types that can bake lighting, like static mesh components. This is useful for moving meshes that don't change significantly. |
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Light Attachments as Group |
Whether to light this component and any attachments as a group. This only has effect on the root component of an attachment tree. When enabled, attached component shadowing settings like bCastInsetShadow, bCastVolumetricTranslucentShadow, etc, will be ignored. This is useful for improving performance when multiple movable components are attached together. |
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Indirect Lighting Cache Quality |
Quality of indirect lighting for Movable primitives. This has a large effect on Indirect Lighting Cache update time. |
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Single Sample Shadow From Stationary Lights |
Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. When enabled shadowing data comes from the volume lighting samples precomputed by [API:Lightmass] , which are very sparse. This is currently only used on stationary directional lights. |
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Lighting Channels |
Channels that this component should be in. Lights with matching channels will affect the component. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing. |
属性 |
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描述 |
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Visible |
Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow. |
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Hidden in Game |
Whether to hide the primitive in game, if the primitive is Visible. |
高级
属性 |
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描述 |
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Texture Streaming |
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LOD |
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Render In Main Pass |
If true, this component will be rendered in the main pass (z prepass, basepass, transparency) |
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Receives Decals |
Whether the primitive receives decals. |
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Owner No See |
If this is True, this component won't be visible when the view actor is the component's owner, directly or indirectly. |
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Only Owner See |
If this is True, this component will only be visible when the view actor is the component's owner, directly or indirectly. |
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Treat As Background for Occlusion |
Treat this primitive as part of the background for occlusion purposes. This can be used as an optimization to reduce the cost of rendering skyboxes, large ground planes that are part of the vista, etc. |
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Use As Occluder |
Whether to render the primitive in the depth only pass. This should generally be true for all objects, and let the renderer make decisions about whether to render objects in the depth only pass. |
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Render CustomDepth Pass |
If true, this component will be rendered in the CustomDepth pass (usually used for outlines) |
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CustomDepth Stencil Value |
Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3) |
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Translucency Sort Priority |
位于高优先级物体后,绘制优先级较低的半透明物体。优先级相同的半透明物体将基于其边界原点从后向前进行渲染。 |
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Lpv Bias Multiplier |
Multiplier used to scale the Light Propagation Volume light injection bias, to reduce light bleeding. Set to 0 for no bias, 1 for default or higher for increased biasing (e.g. for thin geometry such as walls) |
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Bounds Scale |
Scales the bounds of the object. This is useful when using World Position Offset to animate the vertices of the object outside of its bounds. Warning: Increasing the bounds of an object will reduce performance and shadow quality! Currently only used by StaticMeshComponent and SkeletalMeshComponent. |
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Use Attach Parent Bound |
If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together. |
属性 |
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描述 |
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Component Tags |
Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting. |
属性 |
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描述 |
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Auto Activate |
Whether the component is activated at creation or must be explicitly activated. |
属性 |
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描述 |
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On Component Hit |
Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event. |
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On Component Begin Overlap |
Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events. |
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On Component End Overlap |
Event called when something stops overlapping this component. |
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On Component Wake |
Event called when the underlying physics objects is woken up. |
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On Component Sleep |
Event called when the underlying physics objects is put to sleep. |
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On Begin Cursor Over |
Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller. |
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On End Cursor Over |
Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller. |
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On Clicked |
Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controller. |
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On Released |
Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller. |
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On Input Touch Begin |
Event called when a touch input is received over this component when touch events are enabled in the player controller. |
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On Input Touch End |
Event called when a touch input is released over this component when touch events are enabled in the player controller. |
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On Input Touch Enter |
Event called when a finger is moved over this component when touch over events are enabled in the player controller. |
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On Input Touch Leave |
Event called when a finger is moved off this component when touch over events are enabled in the player controller. |
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Physics Volume Changed |
物理体积域发生变化时调用的委托。 |
属性 |
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描述 |
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Receive Combined Static and CSM Shadows from Stationary Lights |
Mobile only: If enabled this component can receive combined static and CSM shadows from a stationary light. (Enabling will increase shading cost.) If disabled this component will only receive static shadows from stationary lights. |